The Investigator is a Discipline inspired by the character Cassian Investigators can’t always rely on witnesses, other authorities, or
from the EarthDawn novel, Shroud of Madness. I wanted it to the crime scene itself. Sometimes they must get into the nitty
be a hybrid discipline: One that blends the abilities of the Scout, gritty of things. They will often scour for clues around the area
Thief, Troubadour, and Illusionist. of the crime - be it talking to tavern customers who might have
last seen the murder victim in the bar, or going to a seedy side of
“I’m here to solve a crime. I move in and out of the shadows to town to get information from an informant.
bring you the light of truth. Who sent me? My employers are of
no concern. They hired me to help you. Quick hands compliment a quick mind and quick wit. All the
Investigator’s qualities are meant to work in concert with one
Any information not gleaned from the scene of the crime will be another.
gotten through other means. However, I hope you will cooperate
and tell me what you know, and what I want to hear. Any Investigators are not limited to investigating cities and other
impedance by you prolongs the suffering caused by this vile act, urban landscapes. They also need to be able to take care of
allowing the chance for it to happen again. themselves in the wilderness as well as a city if they hope to
survive. Many travel to find lost Kaers or downed airships. They
We are in a world where many things happen and what is on the could be sent to find the cause of the Kaer’s Demise, or why an
surface is not always the truth of the matter. I will get in and Airship, with a competent crew, crashed.
under the layers of this mystery to find the truth.”
Important Attributes: Perception, Dexterity, & Charisma
—Cassian Elf of House Medari; 9th Circle Investigator Racial Restrictions: Obsidimen, Windlings, Trolls, and Orks
of Thera * Karma Ritual: To perform their Karma Ritual the Investigator
contemplates an existing case or makes up an imaginary one.
They go through the routine of an opening investigation -
Discipline Description: looking for clues, asking questions to imaginary witnesses or
suspects. As the Investigator’s line of questioning draws to
Investigators are those who work to solve the unsolvable. They completion he reassures the imaginary witnesses the case will be
are the police, the private investigators, or the secret agents, sent solved, and he sternly tells the imaginary suspect the truth will
to solve crimes and other mysteries. Ranging from the simple - be revealed and they will be caught. With the Investigator
solving a theft, to the complex - infiltrating a known crime feeling confident he will solve the real case, or any future
syndicate to ferret out information before action can be taken. mysteries that come his way, the ritual ends.
Investigators serve as spies as well as official police for the Recommended Artisan Skills: Wood Carving, Poetry, Acting,
powerful governments of Thera, Throal, The Elven Court, and Painting or Sketching.
even the T’Skrang Aropagoi. Their wide range of jurisdiction Half-Magic: An investigator may use half-magic to help him
allows them to get into places normal authorities could not. better detect falsehoods, illusions, and other things that make up
When their status is a hindrance, they rely on their talents to get the core of his discipline. An investigator’s goal is to get past the
them information or into places where their title cannot take lies and find the truth of any situation. If he does not have the
them. skills or talents, the magic of his discipline will aid him to an
Oftentimes clues can be misleading and lead to a “solution” in Ritual of Advancement: For the investigator advancing in
one direction when the truth really lies in the other. An circle can come from by two means. The first is for the
Investigator is required to understand the subtleties of a investigator desiring to advance to report to a mentor or trainer
situation. Investigation cannot be charged at headlong like a all the mysteries she was involved in and helped solved. Because
Troll into battle. This path requires patience, intuition, and the the investigator has proven her skills in the field through
ability to see things on different levels. Investigators need to be adventuring, the more skilled investigator might deem her
able to see the many layers of the world around them. One worthy of advancement and train her.
should also be adept at perceiving through what is real and what
is not. Doing this allows them to follow the clues that will lead The second method of advancement is for the investigator to
to a solution, not to a red herring. seek out her mentor or an investigator of a higher circle. When
asked to be trained, the teacher will describe a previously solved
Investigators must also be able to interact with others for the mystery, leave out certain details that led to the case being
benefit of the case. Social skills are a must in gaining vital solved, and then ask the young investigator to solve the mystery
information, be it from a street urchin in the know, or a powerful on her own (this is done all through conversation, like solving a
aristocrat who knows what is gossip and what is truth amongst riddle). Alternatively, the mentor could have the investigator
his fellows. work on an open case using his existing talents. If the
investigator solves the mystery, the teacher will train her to the
First Circle Ninth Circle
Talents Social and Spell Defense: Increase the Investigator’s Social and
Melee Weapons Spell Defense by 1.
Conversation (D) ** Talents
Lock Pick Sense Poison (D)
Karma Ritual Detect Falsehood (D)
Evidence Analysis (D) Spirit Strike
Second Circle Karma: The Investigator may spend a Karma Point on any
Talents action using Charisma or Dexterity only.
Speak Language (D) Talents
Durability (5/4) Lion Spirit
Silent Walk Temper Self
Third Circle Eleventh Circle
Talents Recovery Test: The Investigator gains an additional Recovery
Parry Test per day.
Disguise Self Karma: The Investigator may spend a Karma Point on a
Fourth Circle Safe Thought (D)
Karma: The Investigator may spend a Karma point on any Memorize Image
action using Perception only.
Talents Twelfth Circle
Thread Weaving (D) Physical Defense: Increase the Investigator’s Physical Defense
Trap Initiative (D) by 1.
Fifth Circle Thought Link
Replay: For 3 points of Strain, the Investigator may touch a Chameleon
witness, suspect, or victim (a live one) and “see” what has
occurred in the last 15 minutes through their eyes. The Thirteenth Circle
Investigator must be in contact with the target for the duration of Accusation: An Investigator rolls their Half-Magic (Pg. 79 ED
the Replay, and the fifteen minutes is in real time. Companion 2nd Ed.) against the target’s Social Defense when
Talents accusing them of a crime. If the target is affiliated and is
Detect Trap (D) unaware of the Investigator's full knowledge of the crime, the
Astral Sight accusation is successful. A successful accusation renders the
Sixth Circle target afraid, shocked, furious, or another fitting emotion for the
Social Defense: Increase the Investigator’s Social Defense by 1. next 4 rounds. During this time any action taken against the
Talents Investigator is done so at negative 5 steps. The use of this ability
Disarm Trap causes 3 points of strain.
Resist Taunt Karma: Increase the Investigator’s maximum Karma by 25.
Social Defense: Increase the Investigator’s Social Defense by 1.
Seventh Circle Talents
Spell Defense: Increase the Investigator’s Spell Defense by 1. Detect Influence (D)
Talents Blood Guilt Weapon (D)
Conceal Weapon Fourteenth Circle
Initiative: Increase the Investigator’s Initiative Dice by 2 Steps.
Eighth Circle Physical Defense: Increase the Investigator’s Physical Defense
Physical Defense: Increase the Investigator’s Physical Defense by 1.
by 1. Talents
True Sight (D) Matrix Strike
Detect Weapon (D)
Fifteenth Circle failure results in a backlash of magical energies that damages the
Spell Defense: Increase the Investigator’s Spell Defense by 1. Investigator an amount equal to their rank in Reenactment and
Talents one Wound.
Reenactment (D) ** A successful roll allows the Investigator to view a surreal play of
events that has happened in the area. The duration is rank hours,
meaning that an Investigator with a Rank 1 can only see the
* This spoken passage was not taken from the novel, Shroud of events of the past hour whereas a Rank 12 allows the
Madness. The book does not provide any information in regards Investigator to witness the past 12 hours of events. What the
to Cassian's chosen Discipline or what Circle he is. The passage Investigator sees is in real time. The Investigator might not see
I wrote is my interpretation of his character and what he might the crime being committed, but they may see tampering of
say. evidence by witnesses, or the first person to enter the crime
** Denotes a New Talent (Described below)
(D) = Discipline Talent An Investigator must be completely undisturbed in the room or
area in which they are performing this talent. As they are
immersed in watching the “show” they are completely unaware
Conversation: of their surroundings. An Investigator suffers negative 5 steps to
Step: Rank + Charisma Step any perception tests when using Reenactment.
Strain: 1 Requires Karma: No When an Investigator successfully performs this talent the real
Conversation allows the Investigator to better interact with world is phased out and is replaced with a hazy version of the
witnesses, suspects, or even victims (those still alive of course). area or room they are in. Then events from Rank hours ago start
The Investigator makes a Conversation test against the highest playing themselves out. Any namegivers in the reenactment
Social Defense in the group with which he is attempting to appear transparent. Conversations can be heard and understood
converse, modified by the number of people in the group. Add 1 but sound distant and quiet. The quality of what the Investigator
to the difficulty number for every person after the first. A sees and hears depends on the success level of the roll. An
successful roll results in the target or targets acting more Average success allows the character to see what is going on
compliant with the Investigator’s line of questions. The although hazy, clothes and faces seem to shift rather than be
Investigator gains a bonus equal to his rank in Conversation for steady and conversations are spotty. A Heroic success allows the
all Charisma tests against that character(s). They are more character to see and hear everything that transpired clearly.
cooperative and willing to assist in the investigation. The higher
the level of success, the more cooperative the target(s) become.
Conversation also allows the Investigator to better interact with
those of higher or lower status. For example, it reduces the fear a
peasant may have when talking to an Investigator who is an
agent of the Eye of Throal. At the same time it will allow an
Investigator to better question an aristocrat who’s attitude gets in
the way of talking to those of “lower” status. Conversation lasts
rank x 2 minutes.
Step: Rank + Perception Step
Strain: Varies Requires Karma: Yes
Reenactment allows an Investigator to replay events that
occurred in a certain area. He or she must go to the scene of the
crime and study it using the various Investigator talents for ten
minutes. Once the study period has finished, the Investigator
takes an amount of Strain equal to their rank in Reenactment.
Each Strain taken equals one hour that is reenacted. The
Investigator rolls their Reenactment dice and the result
determines how precise, or clear, the reenactment is. The Game
Master determines the target number needed to succeed. A poor